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My idea of a SWAT rework

Alright, let me dig into this.

Before I start, there is one thing that bothers me with armor-repair skills: Economy. Being able to heal your armor is a huge money-benefit, so it needs more thinking.

My immediate thought is to give SWAT an additional piece of armor. Let's call it Riot Armor. THIS one he can repair via talents or whatnot, but it also DOESN'T transfer over to other perks. He also can't buy more of it, it instead fully repairs between each wave. And it takes priority on damage taken, before regular armor. That way, the economy is not skewed, while you can still play around with Armor-related perks for SWAT.

Now, onto the specific suggestions:

XP:
Getting extra from Siren kills sounds great - in fact I feel this is an enemy that the SMG damagetype could also be particularly strong against, damagewise.

PASSIVES:
* Armor bonus as passive is excellent. Armor-related talents are such a waste, so making this a passive is truly great.
* Damage resistance is fine, but I'd rather buff it to 20 or 25% or so, but make it just resistance against bullets and melee. The "elemental" stuff is something he could be weak against (at least outside of talents)
* 20% movementspeed is mighty high. I do like it, it's quite thematic, but I'd maybe move, at least part of that, to the talents.

TALENTS:
First thing I noticed, which is a big no-no for me: Where's the elite reloads??

* Heavy Armor Training - I'm personally against HAT in general, as it's such a countersynergy to Medics. Adding more armor is not great either, as it's a one and done economy-boost. Those suck.
* Battalion - I like this idea. But not at the cost of losing elite reloads.
* Unwavering - A bit icky for me, as that means you'll be willing to not repair your armor (similar to Resilience Medic's wanting to stay at low health). Big nope for me.
* Always Prepared - It's ok. Except it has problem of being useless without money / resupplies from Demo/Supp / ammo crates. Something truly pasive would be good here too.
* Regenerative Armor + Battering Ram - With the "Riot Armor" concept, it's a great idea to restore some armor mid-combat. Without Riot Armor, it's an economy-booster which I don't like.
* Cripple - Fine as is.
* Speed-load + Fully Automatic - I'm not sure if these conditional temporary buff things work too well in KF2, tbh. It's already a stretch on the Medic. Personally, I don't like them, even if they aren't bad.
* Rapid Assault - It's already very loaded with power. I'd shift some of its potency away (like the stumble bonus).

All in all, I wouldn't be too keen on this rework, personally. I do like the concept of armor-regen (with the Riot Armor concept) and Battalion though. Other than that, I feel it's a bit TOO radical of a rework, honestly.
Let us agree to disagree once again ;-)

Yes, not having to purchase armor is a strong money-saving skill (that's still 300D per wave after all!) but let's not forget that the SWAT use ammo like mad. So much so that the first waves are often a tedious game of trying to see if it's better to purchase a new gun or more ammo. For that reason, he also needs a secondary weapon way more so than any other perk IMO. That's how it balances out. I mean... The zerk doesn't have to buy ammo, that's also a lot of spared money ! But it's balanced because it means you obviously need to get up close and personal to do any real damage. This being said, having an extra armor on top of the other one seems like a fair and interesting idea too... Although IMO, you could also save money by using that one for the first wave up until you get enough dosh to basically get double.

I didn't notice the lack of elite reloads... And I blame myself for that ! Considering I said on the sharpshooter rework that I thought it should be a passive for every perk, I really got no excuse for that. And considering the idea of having the SWAT constantly dishing out damage, it's really strange that it's not there.

Considering my overall disdain for the Medic's overall power (seriously... what can't he do?!), I'm all in favour of transfering that power to other perks (in regards to HAT). Again, I guess we can only disagree on that one (besides for the "one-and-done" economy boost... That's true. But it's balanced by the rest of the perk so honestly, I don't mind it)

For your take on Unwavering........ and? That's precisely what makes it good ! Allowing players to have more freedom of choices is NEVER a bad thing. If you so desire to stay low on armor to soak up that juicy resistance boost, so be it. It's on you. If you much prefer to stay safe and only have that as a last resort, that's great too.

Always prepared : "Being useless without money" well again... It's definitely okay for skills to NOT be in effect each and every time. It's actually cool to have some trade-offs that are not merely level-centric. Keeps players on their toes, actually incites them to think as to whether to take a skill or not, depending on the fallbacks of said skills. I think it shouldn't be merely binary. Not always focused on "which skill is better?", because otherwise... You pretty much never switch. It's part of the appeal and drawbacks of skills to give you some bonuses in exchange for removing others. It's even worse considering you call Regenerative Armor an "economy booster"... So basically we cannot touch the game's economy in any way? That doesn't count as a nice skill or bonus (or malus) to have? I really don't get your logic right there. Managing your dosh as ALWAYS been a strong component of Killing Floor. As in : should you purchase some armor or focus on having a full mag? Should you upgrade your current gun or buy a better one? It's already less arbitrary than in KF1, where every perk got discounts on their weapons. So honestly, I don't get why you're so much against these ideas.

Again...What's wrong with conditional and/or temporary buffs? Would you blame the healing syringe because you have to wait for it to reload to use it? It's ridiculous. Giving out buffs under certain conditions is great, as it rewards players for playing a certain way. Now you might brand my thoughts as hypocrisy since I mentioned in the exact same post that I'm all for player freedom and in a way... well, yeah. You're free to follow to a certain guideline or not, even more so when it's in-line with what the perk is supposed to be doing. Just look at the "parry" skill for the zerk. No good zerk should play without parrying. Well, not only is it a good idea to parry under any circumstances...But now you get a hefty damage boost if you do so! And I think it applies here as well : if you want to reload after every three bullets, you can. If you feel it's kinda silly and you'd prefer lay down a flurry of bullets first... Do so too. It's not as if you had to do something ridiculously hard to get the bonus... I mean, if you had the heal two teammates, do a 360 quick-scope and weld then unweld a door, I would understand. But reloading... Come on man. That's hardly a trade-off.

For real, don't get me wrong as I obviously have no beef with you personally... But I really feel you tore apart the ideas of Breadsticks for the sake of it. I really don't get much of your criticism. From what I gathered, it feels like you'd want every skills to be flat stats boosting ones... That's not how it should work and that wouldn't be fun at all. I'm not saying that NO perk should be straightforward (the commando for example, is mostly like this : would you like extra damage or more ammo?). But having all skills like that? Hell no. You might as well play Killing Floor 1 at that point.


And in the end, I guess the fact that it's THAT radical of a rework is exactly why I like it ! It almost feels like a brand new class. As I said in my first post I believe, I never thought of the SWAT actually needed a rework to begin with... So to convince me that it might benefit from one is quite a prowess on its own. At that point in Killing Floor's life cycle, I'd take anything that would truly spice up the formula tbh.
 
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I am going to ask if you seen the updated rework further down this post, I did remove the damage resistance and gave back the weapon switch speed, but if it did stay I'd agree with you being it can't just be a flat resistance like on the SV or the zerk.

Yeah, for the Elite reloads I was unsure as to where to implement them, I guess the best decision would be to Speed-load to keep it thematic in that regard.
I get that its a countersynergy to the medic; then again (in terms of the rework) regardless of if you get extra armour or not, once you remove HAT from SWAT his "tank" potential does plummet as he will always struggle to go toe-to-toe in a horde for burst periods (as the rework entails). The current SWAT, in theory, gives the Field Medic an easier time focusing on the rest of the party and keeping the other four teammates in good health. BUT in practice, I know exactly how you feel, HAT in a vacuum should be good but you lose armour so quickly. Plus during that time you aren't really playing the tank role, you're just trying to survive since our current SWAT can't take any big hits. However I am interested to hear more about your "Riot Armour" skill and what specifics it brings, since at face value it can add some neat value to SWAT as the armour specialist. If said idea finds itself co-existing with a tanky SWAT nicely, I'd love to hear more about it.
The Unwavering skill is very much a horses for courses situation, same as resilience (but I am yet to find someone who does use that outside of solo games) there is nothing inherently wrong with the skill and can be seen in two views, the most popular of someone who won't heal themselves or how I would see it as a "safety net" for when you get into trouble. Hopefully when in conjunction with the regen armour it is seen as a safety net more so than anything because the risk doesn't immediately lead to death, instead it leadsd to no armour and no resistances.
Yeah as for the Always Prepared skill, I would put it with the passive skill, but it already gets the increased mag size and armour increase. My primary thought going into it as a skill is that what the right side of the tree needs to bring tells the player what the general playstyle would be; that being a tanky armour boi on the left, and a bullet hose on the right. Also adding anything else to it would really pull from the Unwavering skill, which you already say is a no go so giving it more reason to be left alone is the last thing I want in reality.
I went for those temp. buffs in particular instead of a damage/defence boost because: it doesn't feel like a cop-out buff, what it brings is something the SWAT is already doing & temporarily makes it better and the FA skill brings something the Medic buffs don't provide. If you have any suggestions for buffs or new skills as a whole, I'd love to hear them.
I felt the Rapid Assault was "good enough" because on its own against a scrake or FP (for instance) it just about finishes one off, but like any Zed time skill its made so much better with good commando synergy. But I do get where you are going since such a reworked skill has a lot going for it and I can't really test these ideas so they might be a touch too OP.

But overall, thanks for the response and feedback. Especially this one since it actually gives a harsher critique that gets me thinking and discussing.
(And I wanna know more about your Riot Gear idea)
I saw the later one too. Still not my cup of tea, hehe. But I'm also notoriously picky and nitpicky hehe. So I'm sorry if i come across as harsh!

Elite reloads defo has to make it back. I feel elite reloads should be an option to basicly every perk. But I don't think it should necessarily be a passive - so that we can see the non-elite reload animations too. But on perks where reloads are very impactful (like Sharpie and Demo), I feel it should be a bonus on both talent-choices on whatever tier they appear. Kinda like how both level 10 talents for Berserker gives +20% attackspeed.

I feel HAT could work if it wasn't 100% block though, but more like 90%. Then it'd still relieve pressure from the Medic (good point on that btw), but not complelely dissynergize either.

The reason I really don't like Unwavering is because it can heavily punish players in the wrong situation if you regen armor midgame. For example, let's say you have very little health, 50-ish heavy armor, Unwavering and Regenerative Armor. You suddenly see a raging Fleshpound and some clots. Letting the FP hit you as is, could save you from death. But killing some of those clots, increasing your armor, but lowering your Unwavering resistance and THEN taking the FP hit could mean you DIE instead. It's a niche/fringe case, yes, but it's not impossible. And I hate game mechanics that are counterintuitive like that.

Ah, the Riot Armor idea (will refer to it as RA) is actually really simple:
* It's just another layer of armor, on top of your regular armor.
* RA could, for example, have a value of 50 max armor, +2 more max for every level of SWAT (so a max of 100 at level 25).
* RA would replace the regular armor-passive.
* Your armor regen talent would restore ONLY Riot Armor, not your regular armor.
* When a wave finishes, RA is also restored back to its max value, since you can't refill it with money, and it'd be kinda useless if you don't pick the armor-regen talent.
* If you purchase regular armor as well, Riot Armor takes damage FIRST. Since you'd have 100 regular armor and 100 RA, the armor cap is still at 200, meaning it won't be too strong either.

I don't think Always Prepared needs to be a passive on SWAT. Just give it something tiny, like 15% recoil reduction or similar.

The reason I'm not too keen on these buffs is because... I can't fully make sense of them. With Medic's buff, you can relate it to something like nano-machines or whatever. Like, why does the gun get mechanically overclocked to shoot faster when I swap to it? Those kind of conditionals kinda break my suspension of disbelief too much.

As for suggestions, check my link in your Sharpie thread :)
 
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My immediate thought is to give SWAT an additional piece of armor. Let's call it Riot Armor. THIS one he can repair via talents or whatnot, but it also DOESN'T transfer over to other perks​
It's the same thing as the regular armor, maybe lasts longer but it's gonna perish in the end. On later waves or endless this will be useless. I think regular armor regen if far better
 
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Let us agree to disagree once again ;-)

Yes, not having to purchase armor is a strong money-saving skill (that's still 300D per wave after all!) but let's not forget that the SWAT use ammo like mad. So much so that the first waves are often a tedious game of trying to see if it's better to purchase a new gun or more ammo. For that reason, he also needs a secondary weapon way more so than any other perk IMO. That's how it balances out. I mean... The zerk doesn't have to buy ammo, that's also a lot of spared money ! But it's balanced because it means you obviously need to get up close and personal to do any real damage. This being said, having an extra armor on top of the other one seems like a fair and interesting idea too... Although IMO, you could also save money by using that one for the first wave up until you get enough dosh to basically get double.

I didn't notice the lack of elite reloads... And I blame myself for that ! Considering I said on the sharpshooter rework that I thought it should be a passive for every perk, I really got no excuse for that. And considering the idea of having the SWAT constantly dishing out damage, it's really strange that it's not there.

Considering my overall disdain for the Medic's overall power (seriously... what can't he do?!), I'm all in favour of transfering that power to other perks (in regards to HAT). Again, I guess we can only disagree on that one (besides for the "one-and-done" economy boost... That's true. But it's balanced by the rest of the perk so honestly, I don't mind it)

For your take on Unwavering........ and? That's precisely what makes it good ! Allowing players to have more freedom of choices is NEVER a bad thing. If you so desire to stay low on armor to soak up that juicy resistance boost, so be it. It's on you. If you much prefer to stay safe and only have that as a last resort, that's great too.

Always prepared : "Being useless without money" well again... It's definitely okay for skills to NOT be in effect each and every time. It's actually cool to have some trade-offs that are not merely level-centric. Keeps players on their toes, actually incites them to think as to whether to take a skill or not, depending on the fallbacks of said skills. I think it shouldn't be merely binary. Not always focused on "which skill is better?", because otherwise... You pretty much never switch. It's part of the appeal and drawbacks of skills to give you some bonuses in exchange for removing others. It's even worse considering you call Regenerative Armor an "economy booster"... So basically we cannot touch the game's economy in any way? That doesn't count as a nice skill or bonus (or malus) to have? I really don't get your logic right there. Managing your dosh as ALWAYS been a strong component of Killing Floor. As in : should you purchase some armor or focus on having a full mag? Should you upgrade your current gun or buy a better one? It's already less arbitrary than in KF1, where every perk got discounts on their weapons. So honestly, I don't get why you're so much against these ideas.

Again...What's wrong with conditional and/or temporary buffs? Would you blame the healing syringe because you have to wait for it to reload to use it? It's ridiculous. Giving out buffs under certain conditions is great, as it rewards players for playing a certain way. Now you might brand my thoughts as hypocrisy since I mentioned in the exact same post that I'm all for player freedom and in a way... well, yeah. You're free to follow to a certain guideline or not, even more so when it's in-line with what the perk is supposed to be doing. Just look at the "parry" skill for the zerk. No good zerk should play without parrying. Well, not only is it a good idea to parry under any circumstances...But now you get a hefty damage boost if you do so! And I think it applies here as well : if you want to reload after every three bullets, you can. If you feel it's kinda silly and you'd prefer lay down a flurry of bullets first... Do so too. It's not as if you had to do something ridiculously hard to get the bonus... I mean, if you had the heal two teammates, do a 360 quick-scope and weld then unweld a door, I would understand. But reloading... Come on man. That's hardly a trade-off.

For real, don't get me wrong as I obviously have no beef with you personally... But I really feel you tore apart the ideas of Breadsticks for the sake of it. I really don't get much of your criticism. From what I gathered, it feels like you'd want every skills to be flat stats boosting ones... That's not how it should work and that wouldn't be fun at all. I'm not saying that NO perk should be straightforward (the commando for example, is mostly like this : would you like extra damage or more ammo?). But having all skills like that? Hell no. You might as well play Killing Floor 1 at that point.


And in the end, I guess the fact that it's THAT radical of a rework is exactly why I like it ! It almost feels like a brand new class. As I said in my first post I believe, I never thought of the SWAT actually needed a rework to begin with... So to convince me that it might benefit from one is quite a prowess on its own. At that point in Killing Floor's life cycle, I'd take anything that would truly spice up the formula tbh.
I feel that's the wrong way to look at the economy issue. Rather than justifying free armor via expensive ammo, why not greatly cheapen the ammo, and let go of the free armor? Feels more "correct" that way, imo.
I feel Berserker (aside from his gear generally costing 100 dosh more than others) takes damage more often than the team, so he generally needs armor more than the rest. That, and you are more likely to die with the frontline nature, which is an even bigger moneyloss. But Berserker's money is a slight issue, and issue I've come to just accept, heh.
The Riot Armor thing (as I explained in the prev reply to Breadsticks) would basicly function as an extra healthbar, really. It's just excempt from money and all that, is all.

As for Unwavering, I'll requote myself:
"The reason I really don't like Unwavering is because it can heavily punish players in the wrong situation if you regen armor midgame. For example, let's say you have very little health, 50-ish heavy armor, Unwavering and Regenerative Armor. You suddenly see a raging Fleshpound and some clots. Letting the FP hit you as is, could save you from death. But killing some of those clots, increasing your armor, but lowering your Unwavering resistance and THEN taking the FP hit could mean you DIE instead. It's a niche/fringe case, yes, but it's not impossible. And I hate game mechanics that are counterintuitive like that."

My take on Always Prepared is not a specific critique to Breadsticks, but in general (an issue Tripwire themselves started). I feel stressing with talents midgame should not be an issue, something "economy-only"-talents are a huge part of. If there's even a minor passive (like recoil reduction, swapspeed etc), the talent suddenly has a non-economy bonus to it which makes it immediately valueable and less stressful in regards to the feel of needing to swap out of a currently otherwise useless talent midgame. So the point with having a non-"economical-only" bonus to all talents is not about meta or what's better, but rather about having less uselessness from talents, and not feeling stupid for forgetting to swap a talent midgame (since you're 100% missing out if you don't swap out of an economy-only talent if you don't have the dosh for it). That sort of thing.

As for disliking the armorrepair - I actually don't. I'm really keen on the idea and want it to work (hence why it spontaneously sparked my Riot Armor idea, in fact!). But the problem is that it once again gives SWAT "the earlygame economybooster" (which you currently have with free armor and dual 9mm), by giving you the ability to get 100% free armor, THEN swapping over to your preferred perk, now with free armor. That's the ONLY issue I really have with it. Sure, it's still better than what we have now, because it does give SWAT some lategame staying power on its own, but I feel it still falls a bit off the mark. Just me being nitpicky again, heh.

I don't have issues with some conditional buffs. I like the buffs on Medic, Parry, and ReU fits on Gunslinger, for example. I can suspend my disbelief for these (althought I'd lie if I said that ReU isn't stretching it). But I don't get how, in particular, my fully automatic gun shoots faster after swapping to it. Somehow, that doesn't really sit right with me. Like I said later on in the Sharpie thread, Death from Afar is growing on me, to the point of me accepting it now, after some thinking. Because while it's conditional, it's a consistent conditional (like you use momentum-based ammo or something). And, with some introspection, I've come to realize that the reason I dissed (moreso) on Fully Automatic is less of a suspension of disbelief (as he could have some kind of holster that temporarily winds up the guns mechaniclly etc), and more a biased general dislike of temporary buffs. So, I take back what I said on Fully Automatic and Speed-load. My apologies to Breadsticks with that!

In regards to my harshness: It's DEFINITELY not intended as a personal attack against Breadsticks or anything like that! I just kinda disliked most (but not all!) of his ideas mainly because of two reasons, I guess:
1) They are bit too radical, changing up too many things (including a lot of things that were working ok) - something I guess we can agreed to disagreed on obviously, hehe
2) The ideas are very "anti-my-playstyle", I'd say.

I guess I actually AM more of a flat statboosts (but not entirely) kind of guy, funnily enough. So you're not totally wrong about that, well spotted!

Thanks for straightening me up a bit, appreciate it!
 
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I feel that's the wrong way to look at the economy issue. Rather than justifying free armor via expensive ammo, why not greatly cheapen the ammo, and let go of the free armor? Feels more "correct" that way, imo.
I feel Berserker (aside from his gear generally costing 100 dosh more than others) takes damage more often than the team, so he generally needs armor more than the rest. That, and you are more likely to die with the frontline nature, which is an even bigger moneyloss. But Berserker's money is a slight issue, and issue I've come to just accept, heh.
The Riot Armor thing (as I explained in the prev reply to Breadsticks) would basicly function as an extra healthbar, really. It's just excempt from money and all that, is all.

As for Unwavering, I'll requote myself:
"The reason I really don't like Unwavering is because it can heavily punish players in the wrong situation if you regen armor midgame. For example, let's say you have very little health, 50-ish heavy armor, Unwavering and Regenerative Armor. You suddenly see a raging Fleshpound and some clots. Letting the FP hit you as is, could save you from death. But killing some of those clots, increasing your armor, but lowering your Unwavering resistance and THEN taking the FP hit could mean you DIE instead. It's a niche/fringe case, yes, but it's not impossible. And I hate game mechanics that are counterintuitive like that."

My take on Always Prepared is not a specific critique to Breadsticks, but in general (an issue Tripwire themselves started). I feel stressing with talents midgame should not be an issue, something "economy-only"-talents are a huge part of. If there's even a minor passive (like recoil reduction, swapspeed etc), the talent suddenly has a non-economy bonus to it which makes it immediately valueable and less stressful in regards to the feel of needing to swap out of a currently otherwise useless talent midgame. So the point with having a non-"economical-only" bonus to all talents is not about meta or what's better, but rather about having less uselessness from talents, and not feeling stupid for forgetting to swap a talent midgame (since you're 100% missing out if you don't swap out of an economy-only talent if you don't have the dosh for it). That sort of thing.

As for disliking the armorrepair - I actually don't. I'm really keen on the idea and want it to work (hence why it spontaneously sparked my Riot Armor idea, in fact!). But the problem is that it once again gives SWAT "the earlygame economybooster" (which you currently have with free armor and dual 9mm), by giving you the ability to get 100% free armor, THEN swapping over to your preferred perk, now with free armor. That's the ONLY issue I really have with it. Sure, it's still better than what we have now, because it does give SWAT some lategame staying power on its own, but I feel it still falls a bit off the mark. Just me being nitpicky again, heh.

I don't have issues with some conditional buffs. I like the buffs on Medic, Parry, and ReU fits on Gunslinger, for example. I can suspend my disbelief for these (althought I'd lie if I said that ReU isn't stretching it). But I don't get how, in particular, my fully automatic gun shoots faster after swapping to it. Somehow, that doesn't really sit right with me. Like I said later on in the Sharpie thread, Death from Afar is growing on me, to the point of me accepting it now, after some thinking. Because while it's conditional, it's a consistent conditional (like you use momentum-based ammo or something). And, with some introspection, I've come to realize that the reason I dissed (moreso) on Fully Automatic is less of a suspension of disbelief (as he could have some kind of holster that temporarily winds up the guns mechaniclly etc), and more a biased general dislike of temporary buffs. So, I take back what I said on Fully Automatic and Speed-load. My apologies to Breadsticks with that!

In regards to my harshness: It's DEFINITELY not intended as a personal attack against Breadsticks or anything like that! I just kinda disliked most (but not all!) of his ideas mainly because of two reasons, I guess:
1) They are bit too radical, changing up too many things (including a lot of things that were working ok) - something I guess we can agreed to disagreed on obviously, hehe
2) The ideas are very "anti-my-playstyle", I'd say.

I guess I actually AM more of a flat statboosts (but not entirely) kind of guy, funnily enough. So you're not totally wrong about that, well spotted!

Thanks for straightening me up a bit, appreciate it!
I can see you also answered to Breadsticks previously, so I'll try to take both answers in consideration, but first and foremost I feel it's important that I didn't feel offended by your post in the slightest, and I also apologize if you were offended by mine! I surely didn't want to come off as harsh, that wasn't my goal at all. But I was, indeed, scratching my head as you seemed to disagree with everything on offer... I guess people never like to have their opinions torn apart, even more so when it's so diametrally opposed! Still, I guess it nevers hurts to explain ourselves a bit more if needed.

Cheapening the ammo rather than the armor? I guess it could work too, I just don't really see how it "fits the theme" of the SWAT. One could say that such special forces pack extra resources I guess... Or we could just say that sometimes, you have to forego some things for the sake of the gameplay experience. I'm personally all in favor of armor bonuses because it's basically the perk's hook, but as OP is turning the perk into a litteral bullet-hose, I guess making ammo cheaper would also work in the perk's favor. Meanwhile, you're definitely right about the zerk... I believe I seldom finish a wave with even a smidgeon of armor. So what you don't spend in ammo, you definitely spend in armor (and 300D for every wave is quite a lot... Plus as a lover of the wonderful Pulverizer, I should know that the perk may, in fact, need to reload). Plus, I did agree with your idea on the Riot Armor, so the perk would still have access to a generous bonus regarding its armor...At a price.

I... Didn't think of that regarding the Unwavering/Regen Armor combo. Yet, I personally wouldn't mind. I would probably scream a big WHAT at my screen as it happens, but I personally think the benefits far outweight the cons. But I can only submit to the fact that it is, indeed, possible. And that anybody knowing the peculiar stats (because some people are crazy about them) would go bat**** crazy at the thought of dying so stupidly. But then eh... I would almost say that "it's the deal. If you don't want it to happen, pick another skill".

Again, I get it for "Always Prepared", and this time I do agree that having even a minor extra utility out of it would improve upon it. It actually happened a few times to myself (and I guess, everyone) to simply forget to switch back skills once you're in the middle of the game, essentially, as you put it : wasting a skill slot. I guess that with merely ten skills to choose from (and five you can actually use at once), having even one skill that is tailor-made for very specific situations isn't exactly great. Either that, or all skills should be. Basically, either you make it so it's greatly encouraged to change skills often (as you would with your weapons). Or you don't do it at all. But only doing it for certain skills is just... eh. Because you're not used to do it. So you simply forget about it.

For the armor repair well... I also do like the idea on its own. And I don't really mind the extra usefulness early in the game (that's actually something I miss from KF1... While I totally understand why they did it, and while I guess that you already have the extra skills you get as you level up as "early game" bonuses => spawning with a full armor or a different gun was mad useful ! It made the game easier sure, and people did find ways to cheese the game by selling that early gun then switch to another perk for example... And yet, I still think it gave a sense of reward and set the perk even more apart than they were. But hey, now each perk got a different spawning weapon so it's obviously not needed, the bonuses could be milder). BACK TO WHAT I WAS SAYING : I don't really mind having a little something extra as long as it's not game-breaking. Obviously, spawning with a T2 is out of the question, but having a small trickle of armor ? That's okay by me, even more so since you don't SPAWN with it, it generates over time. I personally find it way better than spawning with a fresh armor. But there's no way to know for sure unless you actually have some trial and error with it. And actually, if we follow your Riot Armor idea, well... He still gets the same benefits, with another capability on top of it. So eh, I won't argue with something we actually AGREE on. Plus, it also means you'd save money, since it takes damage BEFORE the regular armor.

I can follow you on the "if it works, don't fix it" mentality. Actually, way too many games who tried too hard to be meta had the bad instinct of changing stuff all the time... Stuff that didn't need changing obviously. I would say that Blizzard is particularly guilty of that. But one can never be too wary of the snowballing effect. Changing or tweaking a single thing might screw everything up, and while I'm not saying that it's the case for Breadsticks' ideas (or yours, for that matter), one should at least think of it. Again, I would like to say that I never thought the SWAT to be a particularly weak or boring perk. Similarly to the gunslinger, I do find its arsenal a bit bland and samey, but that's pretty much it (plus there's just so much things you can do with SMGs!). I personally don't mind Breadsticks' rework mostly because it seemed to get fairly well together, but I suppose it could almost be a new perk on its own, or like a "SWAT variant" of some sort (when are they going with the HRG perks? Wait no, please don't do that)

What you say on elite reloads (and the utility of linking them to skills so as to let the non-elite reloads animations shine) sounds good. I know I can't do without my extra reload speed, besides on the commando because he already reloads fairly fast and having extra ammo is mandatory for some weapons (the SCAR and FAL, mostly... considering I always pick Hollow Point Rounds). But if it really can't be passive, I also think Elite Reloads should be available for both skill choices. And hopefully, not so late in the skill tree (level 15 max)

I actually don't mind if HAT does block 100%. I guess the SWAT wouldn't need a medic so much with it... But at the same time, that's also part of "breaking the meta". Currently, I guess it's impossible to imagine playing on harder difficulties without at least one medic (assuming you're playing with 6 players). Now I won't say that such a change will single-handedly change everything, but I personally believe we should allow for versatile team comps if possible, which is also why I rejoiced when the medic guns became crossperked... Most perks could then have at least one gun that can heal, while the medic is still the superior healer with his many passives and skills. But that's problem for another story, and I guess your idea is the simplest one.

Regarding the suspension of disbelief... Honestly, I stopped trying or caring about it in Killing Floor. At first I was dismissing the magic or zed skins as being "part of the events" and thus non-canon. But then you see maps like "Nightmare" or "The Descent". You see EDARs fighting alongside zeds. We're about to see a gun that managed to weaponize BLOOD. So honestly... I'm just thinking that Tripwire does whatever now, as long as it's "cool" I suppose. Personally I liked it more when everything was basically "science ****ed up and you're here to clean the mess". It always had a fairly B-movie tone, but it was somewhat rooted in reality. Now... You could basically have a boss that was a colleague of Kevin Clamely or some ****, and he delved into the dark arts and now he's part demon so he shoots fireballs out of his hands. Not that I would want that, NOT AT ALL actually. But eh... Wouldn't surprise me from Tripwire. So yeah, overclocking your gun to shoot faster seems reasonable in comparison.

As for the bottom-line well... We have different playstyles, and different expectations regarding them ! I do love when skills bring a little flair or capacity to your playstyle (for that reason, "Shrapnel" is one of my favourite skill, not only of the Firebug, but out of the whole game!). But I can see how some people reaaaally prefer to let the guns speak for themselves, and merely buff your effectiveness using them. That's very fair too. But yeah... IMO, that's a bit too straightforward. I much prefer passives in that regard (or the KF1 system). But again, it's just me being me and you being you.
 
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